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Breath is life, and its cessation means imminent death. Few know this more intimately than the Assassin. Assassins' magical abilities begin with complex sigils drawn in the air with their hands, but the sigils are consummated and powered by the exhalation of their breath. An experienced Assassin maintains the balance of breath required for its physical exertion and its spells, knowing that a mistake could mean its next breath will be its last.

Assassin is an agility-based job. Assassins combine powerful elemental jutsu and status effects with physical strikes to dispatch their foes quickly.

Each of an Assassin's jutsu generate an elemental Veil, which can be consumed by another jutsu to inflict a status effect, or by Shadow Strike to unleash additional damage potential.

Using the Jutsu in the order listed below will cause them to attempt to inflict status effects. For example: Doton followed by Raiton will lower the target's defenses. Huton followed by Doton will attempt to Slow the target. A full status-inflicting rotation would look something like: Doton -> Raiton -> Suiton -> Katon -> Hyoton -> Huton -> Doton

Using them in the reverse order and using Shadow Strike after each Jutsu will allow the player to deal additional damage. For example: Suiton followed by Shadow Strike will cause Shadow Strike to deal additional lightning damage and will amplify the damage of the following Raiton. After using the amplified Raiton another Shadow Strike will deal additional earth damage and will amplify the damage of Doton. A full damage-oriented rotation would look something like: Huton -> Shadow Strike (SS) -> Hyoton -> SS -> Katon -> SS -> Suiton -> SS -> Raiton -> SS -> Doton -> SS -> Huton

The two rotations can be used to form smaller cycles to combine powerful elemental attacks and status effects. For example, Suiton followed by Katon will decrease the foe's physical and magic defense, and the following Shadow Strike will deal additional water-element damage and amplify the damage of the next Suiton, starting the cycle anew.

If an element is particularly disadvantageous, the Jutsu Anton can be substituted in most cases. While it doesn't inflict any status effects or benefit from any of the means of boosting Jutsu damage via elemental weakness or amplification via Shadow Strike, it will convert the currently active Veils as if the appropriate chaining Jutsu had been cast.


Action Abilities[]

Doton Base AP 200
Deals agility-based magical earth damage and grants Earth Veil.
If affected by Huton's Wind Veil, it will attempt to Slow the target.
Raiton Base AP 200
Deals agility-based magical lightning damage and grants Bolt Veil.
If affected by Doton's Earth Veil, Raiton will lower the target's offenses.
Suiton Base AP 200
Deals agility-based magical water damage and grants Water Veil.
If affected by Raiton's Bolt Veil, Suiton will attempt to Poison the target.
Katon Base AP 200
Deals agility-based magical fire damage and grants Fire Veil.
If affected by Suiton's Water Veil, Katon will lower the target's defenses.
Hyoton Base AP 200
Deals agility-based magical ice damage and grants Ice Veil.
If affected by Katon's Fire Veil, Hyoton will attempt to Paralyze the target.
Huton Base AP 200
Deals agility-based magical wind damage and grants Wind Veil.
If affected by Hyoton's Ice Veil, Huton will attempt to Silence the target.
Shadow Strike Base AP 500
Deals physical damage and consumes all Veils to deal additional elemental damage.
Consuming a Veil with Shadow Strike will amplify the damage of another one of Assassin's Jutsus.
Anton Base AP 800
Deals agility-based non-elemental magical damage.
If affected by one of the elemental Veils, Anton will convert the Veil to another type.
Requirements Job Level 8
Jubaku Base AP 1000
Grants Doton, Raiton, Suiton, Katon, Hyoton, Huton, and Migawari a chance to paralyze on hit for a short time.
Requirements Job Level 8
Migawari Base AP 800
Deals agility-based drain magical damage.
If affected by one of the elemental Veils, Migawari will create an elemental barrier protecting the Assassin for a time.
Requirements Job Level 12
Dark Seal Base AP 1000
Causes the next status effect inflicted by one of the Assassin's Jutsus to have increased duration and hit all engaged enemies.
Requirements Job Level 12
Ultima Masher Base AP 2000
Deals massive physical damage.
Requirements Job Level 16


Counter Abilities[]

Shadow Fang Base AP 500
Counters with agility-based magical dark damage with a chance to inflict HP Leak.


Inherent Abilities[]

Equilibrium Base AP 500
Equilibrium increases physical and magical attack power.


Passive Abilities[]

Jutsu Mastery Base AP 800
Jutsu Mastery increases the damage of Jutsu: Doton, Huton, Hyoton, Katon, Raiton, Suiton, and Anton.
Veiled Intent Base AP 800
Increases the accuracy of status effects inflicted when utilizing Assassin's Veils.
Nightblade Base AP 400
Increases the damage of amplified Jutsu when striking at an elemental weakness.
Hawk's Eye Base AP 5000
Successful kills grant a bonus to critical hit chance. Further kills while under this bonus have a chance to restore some HP/MP.
Requirements Job Level 10
Ague Base AP 600
Causes Assassin's status effects to deal additional elemental damage on expiration.
Requirements Job Level 14
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